I think some people who are advocating for wavedashing even with the inclusion of run canceling, namely the people who say the more difficult something is, the better the game lasts, are missing the main reason people like wavedashing, and it isn't the generally weird and unintuitive button input, but the OPTIONS it gives the player.
This is what we need to focus on. It doesn't have to be wavedashing specifically, but giving more options for the player to do things against the opponent is only a good thing. Honestly, I think the best course of action with the inclusion of run cancelling is still to bring back something like wavedashing, but in a heavily limited manner, and not just in terms of the new dodge staling mechanic, but also a hard range on it, similar to Rivals of Aether, where the wavedash suddenly caused the character to stop after a hard distance.
I don't think it should be that clunky, but instead have it so all characters have a specific wavedash "traction" value irrespective of their general ground traction, that way every character does the same wavedash, but it actually slows down and all that. In addition, make it have a button macro just like the new shorthop attack button combo with jump+dodge.
This makes it easier and more intuitive for the average player to grasp, more balanced between characters due to the uniformity of the distance, and balances with itself and other movement options via the new dodge staling mechanic making it have resource management as its main downside (do I roll/spotdodge for defensive purposes, or wavedash for offense?)